Monday, February 02, 2026

First Play Review - Tomb Raider I-III Remastered (2024)

When I reviewed my first play of 2013's Tomb Raider reboot, I remarked that while I had played the free demo from the original 1996 game when it was originally released, I was quite frustrated the controls, lacked the patience to learn and dismissed the game as something people probably weren't going to bother playing. The monumental success of the franchise to this day proved me somewhat incorrect and while that is of course exceedingly rare, in this case it's a good thing. 

Despite my failure to adopt the original game into my library, its puzzle solving and Indiana Jones vibe did resonate with me enough to at least outwardly observe the franchise's evolution from the original Core design games all the way to the "Survivor Trilogy" from Square Enix/Crystal Dynamics, the first part of which I played and enjoyed but I understood from word of mouth that it was very different from the originals. When developers Aspyr created a well-regarded remaster of the first three original games in 2024 with updated graphics but especially updated controls, I knew I had to at least sample where the franchise had begun.

A remaster should only ever update the visuals, perhaps audio too and add in some quality of life features that allow newer players to enjoy the 'old game' on modern systems without being forced to deal with the outmoded jank that can't/won't work or look nice today. It shouldn't alter the hero's journey, or the story in any way. The original vision must be preserved or you risk annoying those that play the game for nostalgia's sake. Thankfully Tomb Raider I-III Remastered ticks all these boxes, it looks much better, Lara moves more fluidly than before and it's as difficult as it was ever.

The games are uncompromisingly old school, they don’t offer a map, waypoints or mark yellow paint to indicate this is where you go. You have to actually explore and try out things and any new thing you try can  lead to reward or death. The feeling of navigating ancient tombs is palpable. The remaster itself is treated with the utmost respect. The updated visuals clean everything up while keeping the original block-like geometry intact. Even with the enhanced textures and updated Lara and enemy models, these are still very much games from the late ‘90s and Lara's stiff animations reveal she is still following an invisible grid.

Purists will likely continue to use "Tank Controls", which are so called because they actually follow the movement principal of a tank. You head (turret) may look independently of the direction (tracks) your moving in. I think unless you used these because you had to in the original versions, it's not intuitive or worth trying to master them now when you don't have to. Controlling Lara is still a little awkward to get used to even with the "modern controls" scheme, but only because the game was designed around the tank controls. However once it's mastered it becomes more fluid and before too long it's like second nature. Once it clicks, platforming becomes less about reflexes and more about precision and planning.

You can switch from the original graphics to the modern graphics at any time.

While unlike most other games, combat here is something that happens every now and again rather than a purpose. The PS1 era lock-on is quite alien to someone not used to this 'console crutch' but there's no other way to play so one just has to suck it up. You have infinite pistol ammo but ammo for other weapons is scattered throughout levels and often your reward for exploring; just ignore the fact that for some reason magazines of 9mm ammo is lying in sealed ancient sarcophagi for thousands of years! While you can be shot by NPCs or mauled by animals, the greater threats you face in Tomb Raider is the environment itself. Most levels are littered with deadly insta-kill traps that would make Gary Gygax jealous. All can be avoided or disabled somehow but usually through trial and error and after you die to them once which is the bast way to reveal where they are.

Playing the three games back-to-back highlighted the level of experimentation that was happening at the time. Each entry refines ideas and mechanics, sometimes brilliantly but sometimes not. The first game is mainly an Egyptian adventure and has the most reason to have "tomb" in the title as that's where you spend the majority of the time. It's the most iconic setting which is why it was remade as Tomb Raider: Anniversary in 2007 and a second remake Tomb Raider: Legacy of Atlantis is scheduled for release this year. Tomb Raider II in contrast didn't have a lot of tombs and mostly firearm equipped human enemies were more annoying than the awkward combat required to eliminate them. A lot of the game features underwater levels which additionally made you fight sharks and divers underwater with a speargun that never had enough spears and was an exercise in frustration when you ran out of breath. Thankfully Tomb Raider III turned it around introducing sprinting and crouching into the mix with some enemies that could poison you and while it was a harder game and didn't have a lot of tombs it had more interesting environments than the second game.

Final Verdict: While not everything has aged well; Tomb Raider I-III Remastered was worth my time exploring. Core Design's strong philosophy was obvious: trust the player, make the world hostile, and reward curiosity, especially when they're totally lost and Aspyr have redelivered this flawlessly with a new coat of paint.

Technicals: 84.7 hours though Steam using a Nvidia 4070Ti & RTX5080 @ 3440x1440/175Hz with no adjustable settings on Windows 11. Windows HDR does not engage for this title.

Bugs: None

Availability: Tomb Raider I- III Remastered is available from Steam or GOG for €28.99. Review copy purchased in Feb 2024 for €21.29.

The Tomb Raider Franchise (mainline only)

  • Tomb Raider [1996]
  • Tomb Raider II [1997]
  • Tomb Raider III [1998]
  • Tomb Raider: The Last Revelation [1999]
  • Tomb Raider Chronicles [2000]
  • Tomb Raider: The Angel of Darkness [2003]
  • Tomb Raider: Legend [2006]
  • Tomb Raider: Anniversary [2007]
  • Tomb Raider: Underworld [2008]
  • Tomb Raider [2013]
  • Rise of the Tomb Raider [2015]
  • Shadow of the Tomb Raider [2018]
  • Tomb Raider I - III Remastered [2024]
  • Tomb Raider IV - VI Remastered [2025]
  • Tomb Raider: Legacy of Atlantis [2026?]
  • Tomb Raider: Catalyst [2027?] 

 

Tuesday, January 13, 2026

Last Play - Anthem [2019]

It's actually my first play, but I felt it was more significant an event for saying "Last Play" as by the time this is being read, Anthem, Bioware's failed attempt at a live service game is permanently offline and unplayable forever.

A significant amount has been written about Anthem, specifically it's monumental failure for both Bioware and EA Games and I don't feel it necessary to delve too deeply into it but what I do believe was that Casey Hudson (then General Manager of Bioware) pitched the idea to EA as a departure from the Mass Effect and Dragon Age IPs to merge a live service service looter-shooter with Bioware's classic storytelling. As Bioware only had experience with the latter and the team had no experience with Frostbite - EA's engine of choice, the writing was on the wall for an unmitigated disaster.

Reviews were not as bad as they could have been averaging 6/10. Praise was heaped on the combat mechanics with particular attention to flying. But criticisms were levelled against it's mostly unfinished state, boring loot, repetitive game play loop and lacklustre endgame, the death sentence of a live service title. Most egregiously slighted however were the die hard Bioware fans who showed up for a new sci-fi story but were met with a half-baked plot that didn't hold much water after 30 hours of game with no traditional companions (romanceable or otherwise) for your nameless, unmodifiable!!! character. It was the latter issues that I picked up on in the reviews and decided then that it just wasn't something I would be devoting time to.

I didn't miss much. The first (delayed) post-launch content Cataclysm, the first of three acts of a story was released in August 2019. By September this was canned and instead "seasonal updates" were promised which would address the game's massive problems instead. By February 2020 this was also cancelled in favour of a complete 'reboot' of the entire game similar to FFXIV's A Realm Reborn. By February 2021 Bioware announced that all future work on Anthem had ceased. In July 2025 EA announced that the final nail in Anthem's coffin was to be hammered in on 12th January 2026 as the game's servers, essential to deliver the game's online-only content to the game clients, were to be sunset, so last week I installed the game I picked up from a sale that appeared after it ceased support.

An hour in the game gave me a look inside the vision for this new IP. As expected from Bioware the lore was laid on thick but clearly open to be expanded upon as one would progress. A plethora of proper nouns were introduced in a way that you would know that this was going to be your lingo for your foreseeable future. The opening cutscenes lasted more than 5 mins before you were given control of your Javelin (exosuit), the narrative being you crashed and have to reinitialise each "new" system one by one.

Once you have full control and all of the abilities you were going to get for the prologue though, I will say that the gameplay was thoroughly enjoyable. The Frostbite engine was made for shooters as opposed to RPGs so I think it looked far better here than when EA forced Bioware to leverage it for Mass Effect: Andromeda. Shooting, jumping and of course the flying all felt amazing and I found myself disappointed not that the game would be shutdown in a few days but because even if it wasn't, the game from all accounts would after a a few hours offer no incentive to progress.

 

Hudson's folly was the original pursuit of a live service game. Had he pitched the same setting and mechanics but as a traditional Bioware RPG, EA may have greetlit it based on the success of both the Mass Effect and Dragon Age franchises as story-rich choice-driven RPGs. In the aftermath some have suggested that a reworking from it's live-service to single player RPG model may have saved it but after seeing the failure of Dragon Age: The Veilguard to do the same (as that was originally also set to be a live-service game) I doubt it would have worked. With Anthem and Dragon Age's failure the entire future of Bioware now rests on the next Mass Effect.

Final Verdict: Some great ideas were woven in to some impressive early gameplay and story that reportedly dies as one progresses towards an unremarkable endgame. We can only be left wondering if EA had given Bioware the time and resources to fix or reboot the game, could it have seen a revival like FFXIV, No Man's Sky or Cyberpunk 2077? Sadly we will never truly know.

Availability: You're too late, it's gone forever. Review copy obtained from the EAStore for €1.99 in December 2022. 

 

Monday, January 05, 2026

10 Future Games on the General's Radar (2026 edition)

Following on from last year's list, DOOM: The Dark Ages, Metal Gear Solid Delta: Snake Eater and Vampire: The Masquerade - Bloodlines 2 were all released; so here is a new list of 10 games that caught my intention in alphabetical order. Only the first is actually expected this year with others between 2027 and 2029 if we're lucky.

 

007: First Light (IO Interactive)


Last year, all we knew was that Hitman developers IO Interactive were working on a James Bond game under the working title of Project 007. Now we know everything and have seen it in action. 007 First Light will depict Bond as a rookie agent in third-person action much like Hitman. We'll know if it's any good in May this year.


Blade (Arcane/Bethesda)

 

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Returning from last year's post, everyone's favourite daywalking dhampir is getting his own 3rd person action game with lore from the Marvel comics as opposed to Wesley Snipes' movies. I predicted last year that we'd hear something about this game this year after its reveal in late 2023.


The Blood of the Dawnwalker (Rebel Wolves/Bandai Namco)

 

It just so happens that the next game on the list is about another 'daywalker' a Dawnwaker - human by day, vampire by night from former Witcher developers who founded  Rebel Wolves. The Blood of the Dawnwalker will be a dark fantasy action RPG. 


Exodus (Archetype Entertainment)

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Still on the list since last year, from Archetype Entertainment who were formed by ex-Bioware personnel, Exodus is being advertised as sci-fi action adventure RPG which looks to the the spiritual successor to the older Mass Effect games with a heavy dose of concepts explored in Christopher's Nolan's Interstellar. They even have Matthew McConneghy on board with some voice work. The promotional work being done here is some of the best I've seen. Release is currently scheduled for early 2027.

 

The Expanse: Osiris Reborn (Owlcat Games)

 
A new entry to the list, an upcoming ARPG developed and published by Owlcat Games who have entries in both the Pathfinder and Warhammer 40K franchises. Apparently Osiris Reborn's plot will run parallel to the events of the first two books and first two-and-a-half seasons of the television series The Expanse


Iron Man (Motive/EA)

CDN media

We still know next to nothing about Motive's Iron Man game since the time of last year's post. As a major fan of the armoured avenger, I hope they use lore from the Marvel comics as opposed to the MCU. If there was a side game mechanic to manage Stark Enterprises, prevent your heart stopping and battling alcoholism as well as being a superhero it just might be perfect.


Mass Effect 5 (Bioware/EA)

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Again, no news since the post last year but all reports suggest Bioware remain committed to working on the next Mass Effect which will be developed with Unreal Engine 5. If we see this before 2028 I'll be shocked.


Star Wars: Eclipse (Quantic Dream/Lucasfilm Games)

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PR embattled Quantic Dream's games have always intrigued me by how different from other games they are. I'm fascinated by how this could be applied to Star Wars even though it's set in the High Republic era. 

 

Star Wars: Fate of the Old Republic (Arcanaut Studios/Lucasfilm Games)

 
The final new entry is another Star Wars game from former Bioware honcho Casey Hudson's new outfit Arcanaut Studios. This will apparently be a game set in the time period at the end of the Old Republic era. Hudson's involvement suggest it's (hopefully) an RPG. This is expected to be on this list through 2029 now.


The Witcher IV (CD Projekt Red/CD Projekt)

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Last year I mentioned that the reveal of a Witcher IV trailer reminded me that I need to play The Witcher III before this comes out in - I expect late 2027. I still do!


There's are of course a few other projects that I'm following but not enough is known yet or they could be too far into the future to get hyped for yet. These include Larian Studio's next projects, one of which is Divinity, a CRPG set in one of their own original IPs, likely some time out before it's early access period. Another is a Knights of the Old Republic remake currently with Mad Head Studios and Saber Interactive that's been sooooo long in the development that I fear for it outright. A Cyberpunk 2077 sequel from CD Projekt Red which is barely in pre-production. And Insomniac's Marvel's Wolverine game and GTA VI from Rockstar for which PC versions aren't even announced yet.